#include "../api/Button.h" #include "../manager/ComponentManager.h" #include "../manager/EventManager.h" #include "../facade/SDLContext.h" #include "util/Log.h" #include "InputSystem.h" using namespace crepe; void InputSystem::update() { ComponentManager & mgr = this->mediator.component_manager; SDLContext & context = this->mediator.sdl_context; std::vector<EventData> event_list = context.get_events(); RefVector<Button> buttons = mgr.get_components_by_type<Button>(); RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); OptionalRef<Camera> curr_cam_ref; // Find the active camera for (Camera & cam : cameras) { if (!cam.active) continue; curr_cam_ref = cam; break; } if (!curr_cam_ref) return; Camera & current_cam = curr_cam_ref; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(current_cam.game_object_id); Transform & cam_transform = transform_vec.front().get(); vec2 camera_origin = cam_transform.position + current_cam.data.postion_offset - (current_cam.viewport_size / 2); for (const EventData & event : event_list) { // Only calculate mouse coordinates for relevant events if (event.event_type == EventType::MOUSE_DOWN || event.event_type == EventType::MOUSE_UP || event.event_type == EventType::MOUSE_MOVE || event.event_type == EventType::MOUSE_WHEEL) { this->handle_mouse_event(event, camera_origin, current_cam); } else { this->handle_non_mouse_event(event); } } } void InputSystem::handle_mouse_event(const EventData & event, const vec2 & camera_origin, const Camera & current_cam) { EventManager & event_mgr = this->mediator.event_manager; vec2 adjusted_mouse; adjusted_mouse.x = event.data.mouse_data.mouse_position.x + camera_origin.x; adjusted_mouse.x = event.data.mouse_data.mouse_position.y + camera_origin.y; // Check if the mouse is within the viewport if ((adjusted_mouse.x < camera_origin.x || adjusted_mouse.x > camera_origin.x + current_cam.viewport_size.x || adjusted_mouse.y < camera_origin.y || adjusted_mouse.y > camera_origin.y + current_cam.viewport_size.y)) return; // Handle mouse-specific events switch (event.event_type) { case EventType::MOUSE_DOWN: event_mgr.queue_event<MousePressEvent>({ .mouse_pos = adjusted_mouse, .button = event.data.mouse_data.mouse_button, }); this->last_mouse_down_position = adjusted_mouse; this->last_mouse_button = event.data.mouse_data.mouse_button; break; case EventType::MOUSE_UP: { event_mgr.queue_event<MouseReleaseEvent>({ .mouse_pos = adjusted_mouse, .button = event.data.mouse_data.mouse_button, }); vec2 delta_move = adjusted_mouse - this->last_mouse_down_position; int click_tolerance = Config::get_instance().input.click_tolerance; if (this->last_mouse_button == event.data.mouse_data.mouse_button && std::abs(delta_move.x) <= click_tolerance && std::abs(delta_move.y) <= click_tolerance) { event_mgr.queue_event<MouseClickEvent>({ .mouse_pos = adjusted_mouse, .button = event.data.mouse_data.mouse_button, }); this->handle_click(event.data.mouse_data.mouse_button, adjusted_mouse); } break; } case EventType::MOUSE_MOVE: event_mgr.queue_event<MouseMoveEvent>({ .mouse_pos = adjusted_mouse, .mouse_delta = event.data.mouse_data.rel_mouse_move, }); this->handle_move(event, adjusted_mouse); break; case EventType::MOUSE_WHEEL: event_mgr.queue_event<MouseScrollEvent>({ .mouse_pos = adjusted_mouse, .scroll_direction = event.data.mouse_data.scroll_direction, .scroll_delta = event.data.mouse_data.scroll_delta, }); break; default: break; } } void InputSystem::handle_non_mouse_event(const EventData & event) { EventManager & event_mgr = this->mediator.event_manager; switch (event.event_type) { case EventType::KEY_DOWN: event_mgr.queue_event<KeyPressEvent>( {.repeat = event.data.key_data.key_repeat, .key = event.data.key_data.key}); break; case EventType::KEY_UP: event_mgr.queue_event<KeyReleaseEvent>({.key = event.data.key_data.key}); break; case EventType::SHUTDOWN: event_mgr.queue_event<ShutDownEvent>({}); break; case EventType::WINDOW_EXPOSE: event_mgr.queue_event<WindowExposeEvent>({}); break; case EventType::WINDOW_RESIZE: event_mgr.queue_event<WindowResizeEvent>( WindowResizeEvent{.dimensions = event.data.window_data.resize_dimension}); break; case EventType::WINDOW_MOVE: event_mgr.queue_event<WindowMoveEvent>( {.delta_move = event.data.window_data.move_delta}); break; case EventType::WINDOW_MINIMIZE: event_mgr.queue_event<WindowMinimizeEvent>({}); break; case EventType::WINDOW_MAXIMIZE: event_mgr.queue_event<WindowMaximizeEvent>({}); break; case EventType::WINDOW_FOCUS_GAIN: event_mgr.queue_event<WindowFocusGainEvent>({}); break; case EventType::WINDOW_FOCUS_LOST: event_mgr.queue_event<WindowFocusLostEvent>({}); break; default: break; } } void InputSystem::handle_move(const EventData & event_data, const vec2 & mouse_pos) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { if (!button.active) continue; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform(transform_vec.front().get()); bool was_hovering = button.hover; if (this->is_mouse_inside_button(mouse_pos, button, transform)) { button.hover = true; if (!button.on_mouse_enter) continue; if (!was_hovering) { button.on_mouse_enter(); } } else { button.hover = false; // Trigger the on_exit callback if the hover state just changed to false if (!button.on_mouse_exit) continue; if (was_hovering) { button.on_mouse_exit(); } } } } void InputSystem::handle_click(const MouseButton & mouse_button, const vec2 & mouse_pos) { ComponentManager & mgr = this->mediator.component_manager; RefVector<Button> buttons = mgr.get_components_by_type<Button>(); for (Button & button : buttons) { if (!button.active) continue; if (!button.on_click) continue; RefVector<Transform> transform_vec = mgr.get_components_by_id<Transform>(button.game_object_id); Transform & transform = transform_vec.front().get(); if (this->is_mouse_inside_button(mouse_pos, button, transform)) { button.on_click(); } } } bool InputSystem::is_mouse_inside_button(const vec2 & mouse_pos, const Button & button, const Transform & transform) { int actual_x = transform.position.x + button.offset.x; int actual_y = transform.position.y + button.offset.y; int half_width = button.dimensions.x / 2; int half_height = button.dimensions.y / 2; // Check if the mouse is within the button's boundaries return mouse_pos.x >= actual_x - half_width && mouse_pos.x <= actual_x + half_width && mouse_pos.y >= actual_y - half_height && mouse_pos.y <= actual_y + half_height; }